ivy's are designed to grow in scenes with real-world scale !! ivy's don't look that nice on a 500m tree... so, try to use this max-feature... growing an ivy is actually as easy as writing a plugin :)) it's even more easy if you read what's written below... 1) plant an IvyRoot 2) hit the "Grow" button 3) watch it growing in your viewport 4) stop growing by hitting the "Grow" button again 5) a Multi/Sub-Object Material is already assigned for mapping your ivy 6) want a grow-animation ? - set keyframes for the ivy age version 0.76b changes: - increased ranges for spinners (request) - 3ds Max 7/8 version (request) - better leaf-orientation algo, i think... version 0.8b changes: - load/save presets (requested) - variable vertex colors by leaf-age (requested) - fixed: when changing cs-distance branches were too thin version 0.81b changes: - increased ranges for spinners again (request) version 0.82b changes: - fixed: when using backburner ivys were moved to world center - fixed: crash when deleting a growing ivy version 0.9b changes: - fixed: non-visible deselected ivy at age=0 (since 3ds max 2009) - fixed: bug in preset-loader (leaf-size was never read) - fixed: bug in root-mesh creation (diameter of crossections was wrong for last 3 nodes of a branch) - fixed: branches had flipped uv's - removed: "visible edges" option (produced too much confusion) - new: age can be adjusted beyond iterations of growth, age is shown in bold if above iterations - new: pickable leaf geometry (any geom. object, helpers or linked geometry with materials and multiple map-channels) - new: transform override for referenced leaves version 0.91b changes: - fixed: crash when clicking in viewport while ivy is growing version 0.92b changes: - fixed: when a leafmesh is crated before an ivy which is using it, 3ds max crashed on exit version 0.93b changes: - new: aspect for branch crossection - fixed: bad multithreading bug, now it should realy use all your cores, and should be faster too - no more support for 3ds max 7 and 8 !! |
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ok, lets grow one... first you need to place an ivy-root into your scene, but where to find this thing ? |
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add the object somewhere in your scene, the ground is a good place for an Ivy-Root, but you can put it anywhere you want, only make sure its not below a face (it won't grow through backside of faces) you can move an exiting ivy in your scene, rotate and scale won't work (as designed) if it should grow up, you need to place it near a wall, or it will mostly creep around on the ground (if there is one) if you have a real-world scaled scene, you don't have to change any parameters in the "Grow-Params" Rollout this bunch of spinners are only for fine-tuning the grow-process - should be obvious what they do... if your scene is not scaled correct (real-world), you will have a hard time figuring out working values |
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now hit the "Grow" button and watch magic at work while it's growing you can still navigate in your viewport (as long as you don't deselect the growing ivy), or setup your materials, or whatever... |
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after growing you might want to adjust some mesh parameters to give it the look you want |
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here you set visibility of ivy-branches and leaves for viewport AND rendering |
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when you create an ivy a Multi/Sub-Object Material is already assigned to it gwIvy01 has material IvyMaterial01 asigned, gwIvy02 has material IvyMaterial02, etc... open the material-editor and pick the material from the ivy using the eye-dropper ivy-textures can be found at Thomas Luft's Ivy Generator page the used images for such leaves are "pointing down", most textures for leaves are pointing up for me leaves are hanging down from plants... and Z is up - but that's another story :) ![]() ![]() |
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you get a material with one slot for the branches and 12 slots for leaves (you don't need to use all of them) each leaf-material got a RGB Multiply map, with the diffuse leaf texture and a Vertex Color map on creation of an ivy 2 maps are generated for you (_ivy_d.tga and _ivy_o.tga) this textures are put into the first foud map directory (usually maxRoot/maps), they will be your standard textures for each new created ivy this 2 maps are not overwritten when they are already available, so you can exchange them with your own default leaf textures in the ivy's texture-rollout you set how to apply the branch texture, number of the leaf-materials, the amount of each leaf-material to use, and vertex colors for each leaf material |
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you can copy vertex color settings between leaf materials by drag/drop from one vertex-color button to another or swap settings by holding down CTRL while doing this drag/drop (without an annoying dialog asking you what to do) |
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this dialog appears when clicking on one of the vertex-color buttons next to the ammount spinners |
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some notes on usage: to make this work, turn on "Use Vertex Colors" in Texture-Rollout open material-editor and disable all maps in viewport (can be found in mat-edits menu) now you should see the colors change on the leaf quads if you want to see you leaf with opacity in viewports, you have to uncheck the corresponding diffuse-map in material-editor - a "global-diffuse-off-switch" in texture-roolout would turn off all diffuse-maps in your scene, that's why there is no such switch in the ivy-rollouts variations and colorspace for each color can be different (except for Hue) try to avoid using Hue-variations when animating when turning off the pL-switch for a vertex color, do this for all used colors make sure "Redraw Scene On Window Expose" is ON, or you get no viewport-response when changing colors |
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here it is, the highly demanded custom leaf geometry... happy now ? |
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pick any geometry object or helper in your scene to use as leaves (including linked children), nurbs also if you wish... the current ivy-material is updated, including all used map-channels on references this references can be animated, eq. you can add growing bananas onto your ivy, or bipeds... or add some animated noise to a leaf geometry to simulate wind... leaf-size in mesh-rollout will have no effect on leaf-references, also vertexcolors from texture-rollout are not used, vertexcolors have to be set on the used reference (if needed) you can copy transform settings between references by drag/drop from one transform button to another or swap settings by holding down CTRL while doing this drag/drop (without an annoying dialog asking you what to do) take care what you do... using a 10.000 poly mesh as a leaf for 50.000 leaves on the ivy is not working so good :) |
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this dialog appears when double-clicking on one of the tranform buttons in LeafMeshes rollout |
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should be obvious what this one does... |
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each and every value is stored in such a preset, including vertexcolor settings and transform overrides |
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additional notes: ivy's shouldn't grow on windows, correct ? to inform the ivy of such situations you have to freeze your window-meshes this way such a frozen mesh will still be used for collision-detection, but the branches will die there faster than on unfrozen meshes if you have a modifier applied to an ivy you won't see it growing in viewports (no mesh is generated while growing) to speed-up growing: - turn off "Use Selection Brackets" - hide all objects where it won't grow anyway, too much faces in your scene will slow down the grow-process - whenever possible split big meshes into some smaler ones, but having 10.000 objects also doesn't help much :) - disable all modifiers you might have on top of an ivy-object if the ivy isn't growing the way you want, you can stop growing any time, adjust age and/or grow-params and start growing again having any questions ? - feel free to ask (you will see my e-mail addr. when clicking on the donate-button) you don't have to donate at this point, it just keeps me from geting spamed... and now... have fun! |
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